Moving and making strange : a design methodology for movement-based interactive technologies
- Publication Type:
- Thesis
- Issue Date:
- 2009
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This thesis develops and presents a design methodology that enables designers to
work with the moving body in the design and evaluation of interactive, immersive
environments built on motion-sensing technologies. The notion of making strange,
that underpins the methodology, calls for designers to re-examine and revitalise
their assumptions and conceptions of the moving body through bodily-based movement
inquiries.
This thesis addresses research questions about ways of understanding human
movement, of describing and representing human movement and of accessing the
felt experience of the moving body in the emerging field of movement-based interaction
design. The research questions were explored through a series of three
distinct, yet related, projects, each one focusing on different aspects of designing for
moving bodies in interactive, immersive environments. The first project analysed
an existing interactive product, Sony Playstation2c EyetoyTM, as a prototype of
future movement-based interactive, immersive environments. The second project
involved the design and development of a specific interactive, immersive artwork,
Bystander. The third project worked with trained dancers and physical performers
in a constructed design situation.
The contributions of this research are first and foremost the design methodology
of Moving and Making Strange: a design approach to movement-based interaction
that prioritises the lived experience of movement by both designers and users and
values the creative potential of the experiential, moving body. It consists of methods
and tools for exploring, experiencing, describing, representing and generating
movement that enable designers to shift between the multiple perspectives of the
mover, the observer and the machine. It makes particular contributions as follows:
• Laban movement analysis and Labanotation as a design tool.
• Moving-Sensing schema: Suchman’s analytic framework adapted as a design
tool.
• Extension of existing human-centred design tools to explicitly represent
moving bodies, in the form of movement-oriented personas and movementoriented
scenarios.
• Patterns of watching: a catalogue of audience behaviour in terms of movements
and stillness in relation to engagement with a specific interactive,
immersive artwork.
• New methods for generating, enacting and experiencing movement, sourced
from dance and movement improvisation practices.
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